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The party is hired to clear out the lair of a Behir, as ye standard template of save-the-village from the evil-monster story. The lair is a fairly straight-forward affair, just a cave in a cliff-face, with the Behir laired up at the end. After dealing with the blue monstrosity, the party find a pair of Slippers of Spider Climbing in the treasure.

Then, they notice a vertical shaft leading up higher in the cliff-face. Should someone try to fly or (spider) climb their way up to investigate (motivated by greed of more treasure?), then they get a nasty suprise. Turns out, the behir had a mate, who is nursing a clutch of eggs at the moment, and is none too happy with an intrusion.

At this moment, the unlucky PC's find out what happens when a Behir breathes a 7d6 lightning bolt down a narrow chimney, which is possibly just narrow enough to penalize or even prevent Reflex saves.

A sage, working on a device to prevent his tower from being destroyed by lightning, is interested in capturing a Behir.

The party can make a Diplomacy DC 18 check to convince the Behir that it would be well treated with the sage (experience reward as per a CR 4 creature). Optionally, the party can eliminate the two shambling mounds in the area to gain the Behir's trust .... of course, killing the Behir is always an option!

OK, folks, Beholder is next. And if you treat them like guard dogs like in the D&D movie there are going to be WORDS exchanged.

"I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
— EGG, Dragon #7

A nymph has been captured by a beholder, and her elf-noble lover will do anything to get her back (wouldn't you?) The beholder's center eye has the unique function of trap the soul. Once the eye is ruptured, the nymph will be free.

The Azer whom the PCs previously served has another tast for them. There is some very dense rock that the Azer desires to tunnel through and there is an aberition to deal with it! Surely a few quick disintigrations are in order!

The party must:

1) Convince the Beholder that its interests are served by slaying a few mind flayers

2) Make a diplomacy/bluff check DC 25 (reward as a CR 6)

3) Slay the beholder and steal its disintirage eye

edit once again I am bested by a random creature.

Last edited by BiggusGeekus; Thursday, 5th June, 2003 at 04:02 AM.

"I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
— EGG, Dragon #7

people are disappearing in a nicer part of town. when the party investigates they have a 30% chance of seeing the belker that is residing in the sewers emerging hidden in the fog from the street drains, looking for prey.

A group of Belkers has invaded a Dwarven mining city, and has taken up residence in the forges. They live in the smoky interiors of the chimneys, but away from the damaging heat of the forge fires. The dwarves have suffered several casualties from the Belkers, and want them cleared out. Thus, the goal of the PC's is to go in and remove the Belkers from the forge chimneys.

Now, for the DM, think about this: Dwarves are masters at carving stone. They are efficient in their work. They are amazing engineers, especially when it comes to forges. And chimneys for forges. For efficiency's sake, to help vent the smoke from the fires, and to prevent a blockage in one chimney from producing an obstacle to ventiation, the dwarves have linked all the chimneys together, on various levels.

What follows is a three-dimensional cat-and-mouse game between the PC's and Belker's through the maze of Dwarven smoke-shafts. Oh, don't forget about the Belker's "Smoke Form" for added tactical maneuverability.

Blink Dog, you're up!

*edit* Really, we must stop all posting at the same time. Wait your turn, dangit!

blink dogs, normally wary of human settlements and respected for their intelligence have been showing up in a local settlement late at night, acting like mad dogs. there are only 3 of them, but they have been infected with mindfire which is in their fur and takes to the air on a successful physical hit against them.

The PCs encounter a bodak lurking on the outskirts of a city they've visited before. During their first encounter, something about the PCs sparks a memory in the bodak (which is not in and of itself unusual). Unfortunately, when that happens, the first PC to get a close look at it recognizes it in turn! The bodak is the undead spirit of someone the party was unable to save in a previous adventure.